Grindill the Archmage Sovereign, Demigod of Magic

Demigod
Home Plane: Prime Material Plane
Alignment: Neutral Evil
Portfolio: Arcane Magic
Worshipers: Wizards, Sorcerers, Bards
Domains: Magic, Knowledge
Favored Weapons: Quarterstaff

Grindill is primarily worshiped by the people of Catemar, but his worship is quickly spreading through areas where magic is tolerated and practiced.  He appears as a kingly wizard and carries a staff.

Dogma: Grindill believes magic is the most important force in the universe.  Wizards are the supreme form of reincarnation, the wielders of the stuff of the universe.  His followers want Grindill to supplant Catemar as the God of Magic, and court the religion of Tenebrion to help in their cause.  Grindill's priests teach that those that suppress magic or actively persecute wizards, sorcerers, and witches must be treated as they treated the arcane spellcasters.  His religion believes the Tower of Magic is the sole source of magic in Inzeladun.

Clergy and Temples:  Nearly all temples to Grindill exist in the city of Catemar, where they are common, but a few shrines have sprung up in Lamapacher.  One large one exists in secret within the walls of Alisander.  His clerics try to protect arcane spellcasters, including bards, wizards, and sorcerers.  His religion, however, is hated and hunted by the Warlords of Drychtnoth.

Grindill the Archmage Sovereign, Demigod of Magic

Medium Human  Male    6'6",  Brown Eyes, Brown Hair, age unknown
Divine Rank 2
41st level Wizard/10th level Sorcerer/ 5th Archmage/10th Eldritch Master/10th Psion (Shaper)

Hit Dice: 76d4+304 (608 Hit Points)
Initiative: +10 (+6 Dex, +4 Imp. Init.)
Speed: 60 ft
AC: 41 (+6 Dex, +8 Deflection, +7 natural armor, +8 armor, +2 divine)
Attacks: Black Wyrm Rod (+5 Quarterstaff)  +45/+40 or +41/+36/+37 
Damage: Black Wyrm Rod (+5 Quarterstaff) 1d6+7 or 1d6+7/1d6+7 
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Spells, Psionics, Epic Spells
Special Qualities: Familiar (x2), Scribe Scroll, Detect Magic, Combined Levels, True Spells, Spell Boost (x3), Spell Dilettante (Druid, Cleric), Powerful Presence, Knowing Stare, Mastered Name, High Arcana (Arcane Fire, Arcane Reach, Mastery of Elements, Mastery of Counterspelling, and Spell Power +3), Psicrystal, Psionic Combat Modes (Nine), SR 32, Immune to Fire, Scry on Familiars, Damage Reduction 50/+3 or 37/+4, Energy Resistance 22, Spell Resistance 34
Saves: Fort +41, Ref +44 (47), Will +52
Abilities: Str 14, Dex 17 (23), Con 17 (19), Int 37 (49), Wis 19, Cha 21 (27)
Skills: Alchemy +94 (100), Concentration +84, Craft (Woodworking) +94 (100), Craft (Blacksmithing) +69 (75), Craft (Weaponsmithing) +94 (100), Craft (Armorer) +79 (85), Craft (Leatherworking) +59 (65), Diplomacy +45, Intimidate +75, Knowledge (Arcana) +94 (100), Knowledge (History) +94 (100), Knowledge (Religion) +84 (91), Knowledge (Psionics) +40 (46),  Listen +21, Psicraft +94 (100), Remote View +41 (47), Scry +94 (100), Search +82 (88), Spellcraft +96 (102),  Spot +41, Gather Information +11, Bluff +11, Perform +11
Feats: Blood of the Old Ones (lineage), Maximize Spell, Empower Spell, Improved Initiative, Combat Casting, Leadership, Eschew Materials, Enhanced Familiar, Quicken Spell, Spell Mastery, Spell Penetration, Greater Spell Penetration, Enhance Spell (epic) (x4), Epic Spellcasting (epic), Ignore Materials (epic), Automatic Quicken Spell (epic), Epic Spell Penetration (epic), Craft Rod, Craft Epic Rod (epic), Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor (epic), Epic Spell Penetration (epic), Epic Leadership (epic), Legendary Commander (epic), Epic Reputation (epic), Improved Metamagic (epic) x2, Intensify Spell (epic), Mental Adversary x2, Disarm Mind, Improved Spell Capacity (epic) x6 
Divine Immunities: Immune to transmutation, energy drain, ability drain, ability damage, mind affecting effects, energy immunity [acid, electricity, cold], disease, stunning, sleep, paralysis, death effects, poison
Salient Divine Powers: Divine Spell Casting, Know Secrets, See Magic
Domain Powers: All Knowledge skills are class skills, all divinations are cast at +1 caster level.
Spell-Like Abilities: Caster Level 12 (Divinations are caster level 13). Nystul's Undetectable Aura (DC 21), Identify (DC 22), Dispel Magic (DC 23), Imbue With Spell Ability (DC 24), Spell Resistance (DC 25), Antimagic Field (DC 26), Spell Turning (DC 27), Protection from Spells (DC 28), Mordenkainen's Disjunction (DC 23), Detect Secret Doors (DC 21), Detect Thoughts (DC 22), Clairaudience/Clairvoyance (DC 23), Divination (DC 24), True Seeing (DC 25), Find the Path (DC 26), Legend Lore (DC 27), Discern Location (DC 28), Foresight (DC 29)
Treasure: Ring of Epic Protection +6, Rod of Epic Spellcasting (+10 to spellcraft checks while holding rod), Crown of Epic Intellect +12, Robe of Invulnerability (+5 natural armor, +5 resistance bonus on saves, DR 50/+3, Immunity to Critical Hits, SR 32), Cosmos Staff [42 charges], Ring of Elemental Immunity (Fire), Black Wyrm Rod, +8 Bracers of Armor, Gloves of Dexterity +6, Mirror of Mental Prowess, 3 Gate Keys, Cloak of Charisma +6, Bag of Holding (Type 1), Sphere of Annihilation, Figurine of Wondrous Power (golden lions), Folding Boat, Boots of Levitation, Amulet of Health +2

Other Divine Powers

As a demigod, Grindill can add his divine rank to any check, ability check, or caster level check.

            Senses: Grindill can see, hear, and smell at a distance of one mile, and can remotely sense two locations at a time.  He can also block sensing of beings less than he (rank 0 deities and mortals).

            Portfolio Sense: Grindill can sense any use of magic that involves over thousand people.

            Automatic Actions: Grindill can make any skill check as a free action (up to two per round) if the skill involves magic and the DC is less than 15.  He still needs the proper tools and materials at hand.

 

          Grindill was welcomed into the ranks of the gods, and was made into a demi-god. Grindill, during the Fifth, Sixth, and Seventh Ages, was extremely manipulative of the world, and tried to destroy it during the early years of the 8th Age, but was stopped by the Couatl and other heroes of Inzeladun. (The Death of Grindill)

Combat:
Grindill fights almost exclusively with spells and magic items.  He rarely enters into melee combat. He prefers his wizard spells over his sorcerer spells because they are harder to save against, and prefers his sorcerer spells over his psionics because he doesn't care much for the save variation inherent in the psionics.  His favorite spell to cast is the epic Damnation, which literally sends his opponents to Hell.

Spell Casting: Grindill can cast arcane spells as an 51st level wizard or as a 25th level sorcerer because of the Eldritch Master's combined levels, and the Archmage prestige class allows Grindill to cast sorcerer spells as if he were five levels higher.

Detect Magic: Grindill can cast this as a spell like ability at will at 10th level of ability.

Combined Levels: Add the Eldritch Master's levels to the levels of any other arcane spell casting class he has when determining the level-based effects of spells. Thus, Grindill can cast arcane spells as an 51st level wizard or as a 25th level sorcerer.

True Spells (Su): Grindill can cast Arcane Mark, Charm Person, and Locate Object once per day in addition to the normal number of spells he can cast per day.

Spell Dilettante (Su): Grindill can choose spells from Druid and Cleric lists, however the spells are considered arcane, not divine.

Powerful Presence (Su): Grindill gains a +2 to diplomacy and intimidate checks.  Once per day, he can force all living beings within a 30 foot radius to make a Will Save (DC 25) or suffer a -2 morale penalty on attacks, saves, and skill checks for 10 rounds.

Knowing Stare (Su): Once per day, Grindill can invoke a 30 foot gaze attack that holds all living creatures.  Those affected must make a Will save (DC 25) or be held for 10 rounds.  This is a supernatural ability.

Mastered Name (Su): Grindill can sense when another being speaks his name.  When this occurs the wizard knows the exact location and the name of the speaker.  He is free to ignore such knowledge, retaining the details for when they seem significant.  This awareness is sufficient to allow the wizard to scry on the individual as if he had just met the speaker (DC 10).  It does not convey enough information to allow the wizard to teleport to the speaker's location, though such information could be gathered through other magical means, including scrying.

Arcane Fire (Su): Grindill can channel arcane spell energy into arcane fire, manifesting as a bolt of raw magical energy with a ranged touch attack with long range (600 foot range) and deals 5d6+1d6/level of spell channeled points of damage.  This takes a 9th level slot.

Arcane Reach: Grindill can use touch spells on targets up to 30 feet away.  This ability takes one of Grindill's 7th level spell slots.

Mastery of Elements:  Grindill can alter an arcane spell with the acid, cold, fire, electricity, or sonic descriptors, giving it a new element of his choice.  This ability costs Grindill one of his 8th level spell slots.

Spell Power +3: This ability increases the DC for saving throws and caster level checks by +3.  This costs Grindill one of his 10th level spell slots.

Epic Spells: Grindill can cast 9 epic spells per day.  He knows Damnation (107 DC), Dreamscape (DC 39), Hellball (DC 100), Momento Mori (DC 96), Eclipse (DC 52), Lord of Nightmares (DC 60), Demise Unseen (DC 92), Pestilence (DC 112), and Summon Great Wyrm Red Dragon (as Dragon Knight, but is not ritual, and has a DC of 100).  His Spellcraft check is +110 to cast epic spells.  Save DC for all of Grindill's epic spells = 47 (he added DC increasing factors to all his epic spells).

Wizard Spells Prepared: (Grindill penetrates spell resistance with these spells as a 60th level wizard)
0 level (DC 32, all quickened) Read Magic (mastered), Detect Poison, Repair Minor Damage, Mending
1st level (DC 33, all quickened) Feather Fall, Jump, Lesser Acid Orb, Lesser Cold Orb, Lesser Fire Orb, Lesser Electric Orb, Lesser Sonic Orb, Magic Missile, Ray of Enfeeblement
2nd level (DC 34, all quickened) Choke, Summon Swarm, Animal Messenger, Tree Shape, Cure Moderate Wounds, Desecrate, Tasha's Hideous Laughter, Silence, Command Undead
3rd level (DC 35, all quickened) Lightning Bolt (10d6), Contagion, Call Lightning (10d10), Hold Person, Major Image, Displacement, Tongues, Negative Energy Burst, Fireball (10d6)
4th level (DC 36) Polymorph Other, Polymorph Self, Phantasmal Killer (mastered), Improved Invisibility, Evard's Black Tentacles, Dimensional Anchor, Scrying, Maximized Call Lightning (100 pts) (mastered)
5th level (DC 37) Enhanced Lightning Bolt (20d6), Empowered and Maximized Call Lightning (150 pts), Hold Monster, Cure Critical Wounds, Enhanced Call Lightning (20d10), Raise Dead (mastered), Plane Shift, Animate Dead  
6th level (DC 38) Maximized Enhanced Lightning Bolt (120 pts), Legend Lore, Geas/Quest, Disintegrate (mastered), Flesh to Stone, Stone to Flesh (mastered), Maximized Enhanced Call Lighting (200 pts), Heal 
7th level (DC 39) Double Enhanced Fireball (30d6), Empowered Enhanced Maximized Lightning Bolt (180 pts), Banishment, Arcane Reach, Control Undead, Finger of Death, Teleport without Error (mastered), Greater Scrying  (mastered)
8th level (DC 40) Horrid Wilting (25d8) (mastered), Discern Location, Greater Planar Binding, Sympathy, Mastery of Elements, Create Greater Undead, Mass Heal
9th level (DC 41) Triple Enhanced Fireball (40d6) (mastered), True Resurrection, Arcane Fire, Gate, Meteor Swarm, Weird, Wish (mastered)
10th level (DC 42) Maximized Triple Enhanced Fireball (240 pts), Enhanced Horrid Wilting (35d8) (mastered), Maximized Meteor Swarm (x2), Spell Power +3
11th level (DC 43) Quadruple Enhanced Lightning Bolt (50d6), Maximized Empowered Meteor Swarm, Maximized Empowered Triple Enhanced Fireball (360 pts)
12th level (DC 44) Maximized Quadruple Enhanced Lightning Bolt (300 pts) x4
13th level (DC 45) Intensified Horrid Wilting (400 points) x2, Maximized Empowered Quadruple Enhanced Lightning Bolt (450 pts) x2
14th level (DC 46) Intensified Triple Enhanced Fireball (480 Points), Intensified Meteor Swarm x2, Intensified Weird
15th level (DC 47) Intensified Enhanced Horrid Wilting (560 points) x4
16th level (DC 48) Intensified Quadruple Enhanced Fireball (600 pts), Intensified Quadruple Enhanced Lightning Bolt (600 pts)
17th level (DC 49) Intensified Double Enhanced Horrid Wilting (720 pts) x2
18th level (DC 50) Quickened Intensified Double Enhanced Horrid Wilting (720) x2
19th level (DC 51) Intensified Triple Enhanced Horrid Wilting (880 pts) x2

Sorcerer Spells Known:  (Grindill penetrates spell resistance with these spells as a 31st level sorcerer)
0 level (DC 22, cast 6/day) Read Magic, Daze, Dancing Lights, Light, Mage Hand, Open Close, Arcane Mark, Detect Magic, Prestidigitation
1st level (DC 23, cast 8 per day) Alarm, Hold Portal, Identify, True Strike, Charm Person, Animate Rope, Erase, Unseen Servant, Comprehend Languages, Magic Missile, Ray of Enfeeblement, Shocking Grasp, Spider Climb, Burning Hands, Sleep
2nd level (DC 24, cast 7 per day) Detect Thoughts, Locate Object, See Invisibility, Daylight, Invisibility, Arcane Lock, Knock, Eagle's Splendor, Familiar Pocket, Leomund's Trap, Minor Image, Flaming Sphere, Web
3rd level (DC 25, cast 7 per day) Dispel Magic, Arcane Sight, Clairaudience/Clairvoyance, Fireball, Lightning Bolt, Fly,  Tongues, Sepia Snake Sigil, Magic Circle against Law, Magic Circle against Chaos, Nondetection, Leomund's Tiny Hut
4th level (DC 26, cast 7 per day) Arcane Eye, Locate Creature, Scrying, Acid Orb, Polymorph Other, Polymorph Self,  Evard's Black Tentacles, Phantasmal Killer [also maximized 3rd level spells or empowered 3rd level spells]
5th level (DC 27, cast 7 per day) Contact other Plane, Hold Monster, Cone of Cold, Teleport, Dismissal, Leomund's Secret Chest, Dominate Person, Permanency [also maximized 4th level spells or empowered 4th level spells, or maximized & empowered 3rd level spells, or enhanced 3rd level spells or double enhanced 1st level spells]
6th level (DC 28, cast 6 per day) True Seeing, Chain Lightning, Mass Fly [also maximized 5th level spells or empowered 5th level spells, or maximized & empowered 4th level spells, or intensified 1st level spells, or enhanced 4th level spells, or double enhanced 2nd level spells]
7th level (DC 29, cast 4 per day) Prismatic Spray, Limited Wish [also maximized 6th level spells or empowered 6th level spells, or maximized & empowered 5th level spells, or intensified 2nd level spells, or enhanced 5th level spells, or double enhanced 3rd level spells, or triple enhanced 1st level spells]  Example: Double enhanced Lightning Bolt does 30d6 damage.

Psionics Known (Grindill penetrates spell resistance as a 10th level psion with these powers)
Power Points: 104
Combat Modes: Mind Thrust, Ego Whip, Id Insinuation, Psychic Crush, Mind Blast, Empty Mind, Thought Shield, Mental Barrier, Intellect Fortress
0 level: Trinket, Detect Psionics, Inkling, Elfsight, Missive, Daze, Burst
1st level: Astral Construct I, Minor Creation, Charm Person, Hear Light
2nd level: Ectoplasmic Cocoon, Sever the Tie, Brain Lock
3rd level: Create Food and Water, Mindlink, Schism
4th level: Quintessence, Wall of Ectoplasm, Astral construct IV
5th level: Major Creation

Familiar:

Kepesk
Race:
Pseudodragon
Type:
Tiny Dragon

Hit Dice: 7d12 (248 Hit Points)
Initiative: +0 (Dex)
Speed: 15 ft / fly 60 ft (good)
AC: 43 ( +2  Size, +31 natural)
Attacks: +5 melee or +0 melee
Damage: Sting 1d3 and poison or bite 1
Face/Reach: 2.5 ft by 2.5 ft/0 ft
Special Attacks: Poison, Horrid Wilting (25d8) 1/day, Teleport without Error 1/day, Raise Dead 1/day
Special Qualities: Granted Abilities, touch, speak with master, immunity to sleep and paralysis, see invisibility, telepathy, speak with other dragons, spell resistance 46, scry
Saves: Fort +4, Ref +3, Will +6
Abilities: Str 11, Dex 11, Con 13, Int 26, Wis 12, Cha 10
Skills: Hide +16/+24 in forests or overgrown areas, Intuit Direction +3, Listen +5, Search +10, Spot +5 (or Grindill's skills)
Feats: Alertness

 

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